Yttermayn's Forum Posts

  • I'm thinking more of it like, rather than inverting a condition, it's more like a key state: you can trigger something on key-down, and you can trigger something on key-up. Soooo... trigger on collision, trigger on end of collision. I'm about to try the inverted overlap trigger, will post on how it goes.

  • Thanks all of you. Looks like right clicking and sending to top or bottom is my most viable option right now. That'll do. I look forward to the day I can afford to upgrade and enjoy the licensed version.

  • I had done basicallly what you suggested, in the form of a block that runs every tick, but with a secondary condition based on a do once variable. It works ok, I'm just trying to get a handle on how things work exactly in construct 2.

  • Ahhh, thank you, that looks like it may work. I was not aware of the invert option. Pity it's not available with collide, but I can make overlap work. Kudos!

  • Thanks, but, I'm either blind or "z order options" aren't anywhere I'd think to look. Is zorder just a variable or something?

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  • How would you trigger an action when two objects stop colliding?

  • Would like to be able to monitor and respond to posts more easily with my mobile.

  • Without promoting or demoting sprites to different layers, is there any way to manipulate which sprites will overlap others graphically? It seems that the newest created sprites overlap the older ones, but I don't want to have to delete and recreate sprites every time an adjustment is needed.

  • I was afraid of that. Thanks!

  • Let's say I am making some top down game. Let's also say I am making a circular room that I want to be solid and keep the player from going outside of it. Can I make a large graphic in the shape of a circle, place the player inside of it, and have it contain that player? I have tried this, and the player warps outside the bounds of the circle graphic. I assume this is because the collision detection senses this as a collision, even if the central area is empty and so is the corresponding alpha channel. If this is the case, what is the best way to create my circular room and have collision detection work correctly?

  • My one and only bump, in case anybody missed it.

  • Thanks, guys. This little example is just to help me work out this aspect of the picking system. The project I am working on involves a lot of procedural generation and being able to reference instances of run time generated objects correctly is essential.

    I have been checking the FAQ's, manual, and forums before each post I make, but a lot of times expression syntax and other little details are left out.

  • In the example, it is redundant, yes. However, I'm just trying to figure out the proper syntax for use in expressions. So is that the proper syntax for referring to a particular instances variables via UID?

    Edit: Apparently not, I just tried it. How would you make that set text action work the way I intended? From within the "set text to" expression?

    Edit: It works if I use the IID in parenthesis. Cool. Still would like to know how to use the UID in expressions though.

  • So I could go sprite.iid.X or sprite.uid.X? to get the X position for a given instance?

  • I came across this problem while trying to reference instanced objects variables using the object's UID. I isolated my problems down to some unexpected behavior in C2. Not sure if it's a bug, or if I'm doing something wrong when I reference the variable.

    In the example, I have some instances of my sprite, some placed ahead of time in the layout, some created at run time. The original is at 0,0. When you click on them, the text box displays information about that sprite. First it's X position, then it's X position as referenced by it's own UID. Lastly it displays the sprite's UID. When you start clicking on different instances, you see that they seemingly randomly retrieve another instance's X position instead of it's own.

    What is going on? Is it a bug, or have I done something wrong?

    dropbox.com/s/t2o3doebf1x8yyb/bugtest.capx